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Lemmings 2: The Tribes

Solutions - Amiga

Sports

  • Quicklink: Lemmings 2: The Tribes, Amiga, Sports, 1 - Ceci n'est pas une pipe. Level 1

  • Ceci n'est pas une pipe.

  • Number of lemmings that die: 3

  • Available time: 09:00

  • Skills: Lemmings 2: The Tribes, Amiga, Sports, 1 - Ceci n'est pas une pipe.
  • Overview: Lemmings 2: The Tribes, Amiga, Sports, 1 - Ceci n'est pas une pipe.
  • Give the first lemming a flamer at the place shown in the picture. Keep walking and when the first lemmings stands up in the pit at the right, give him a bomb. Use the two remaining flamers at the places shown in the pictures.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Sports, 2 - School Sports Day Level 2

  • School Sports Day

  • Number of lemmings that die: 0

  • Available time: 09:00

  • Skills: Lemmings 2: The Tribes, Amiga, Sports, 2 - School Sports Day
  • Overview: Lemmings 2: The Tribes, Amiga, Sports, 2 - School Sports Day
  • Give the first lemming a flamer so he can get underneath the steal. Make sure the lemmings can't walk up to the football. With another lemming, shoot a rope so the lemmings are trapped near the entrance. Let another lemming flame underneath the football. Now let him shoot a rope so the exit can be reached. Free the other lemmings.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Sports, 3 - The Octathalon! Level 3

  • The Octathalon!

  • Number of lemmings that die: 0

  • Available time: 09:00

  • Skills: Lemmings 2: The Tribes, Amiga, Sports, 3 - The Octathalon!
  • Overview: Lemmings 2: The Tribes, Amiga, Sports, 3 - The Octathalon!
  • Turn the second lemming into an attractor. With the first lemming, build a platform so the second floating platform can be reached. You have to give him a carpet so he stops building. Make sure the lemming lands at the left side of the billiarttable. Fil the pit and build over the gap one level lower. Now release the attractor to free the other lemmings.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Sports, 4 - RRRACKETEERZ! Level 4

  • RRRACKETEERZ!

  • Number of lemmings that die: 0

  • Available time: 09:00

  • Skills: Lemmings 2: The Tribes, Amiga, Sports, 4 - RRRACKETEERZ!
  • Overview: Lemmings 2: The Tribes, Amiga, Sports, 4 - RRRACKETEERZ!
  • Let the first lemming jump over the gap and over the left obstacle. Make him a runner. When he's on top of the slope, make him a shimmier. Platform over the gap. With another lemming, fence through the obstacle at right side of the racket. With the runner, shoot two ropes to get to the exit.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Sports, 5 - Blow Back.... Level 5

  • Blow Back....

  • Number of lemmings that die: 0

  • Available time: 09:00

  • Skills: Lemmings 2: The Tribes, Amiga, Sports, 5 - Blow Back....
  • Overview: Lemmings 2: The Tribes, Amiga, Sports, 5 - Blow Back....
  • Fill the pit and use stampers to get to the nearest exit. Stamp at the most left and let the stamper jump so he stops stamping. Repeat this tactic until there's some sort of stairs.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Sports, 6 - Double Trouble Level 6

  • Double Trouble

  • Number of lemmings that die: 1

  • Available time: 09:00

  • Skills: Lemmings 2: The Tribes, Amiga, Sports, 6 - Double Trouble
  • Overview: Lemmings 2: The Tribes, Amiga, Sports, 6 - Double Trouble
  • Shoot a rope with the first lemming, one lemming should walk over. Make him a rock climber. Fence through the small wall so he can climb up. Platform at the two places shown in the picture. Make him a superlem before he can get to the exit. Let him land on the slope at the right side of the exit. Make him an exploder before he stands up. He should make a gap so the other lemmings can walk to the exit. Now fence through the last obstacle.

    -= Another solution from Up Arrow =-
    Here's a way to save all lemmings in the Double Trouble level.
    Link to video: http://www.youtube.com/watch?v=KwOkrYI7v8Q

    It's very difficult to pull off and requires a lot of coordination and some luck.
    The key is to shoot the rope at just the right height. At a certain height, a fencer will remove just enough of the green brick so that a there is still some remaining on the left and bottom-left corner. This creates a "tiny step". Then, a platformer must set one platform in the bottom-left corner--this adds to the "tiny step" and elevates the lemmings just enough so that another fencer can tunnel through the top block. Before using the second fencer, turn a lemming into a rock climber and build a bridge to the flag (5 platform lengths before jumping off).

  • Quicklink: Lemmings 2: The Tribes, Amiga, Sports, 7 - The Sun Sign Selection Level 7

  • The Sun Sign Selection

  • Number of lemmings that die: 0

  • Available time: 09:00

  • Skills: Lemmings 2: The Tribes, Amiga, Sports, 7 - The Sun Sign Selection
  • Overview: Lemmings 2: The Tribes, Amiga, Sports, 7 - The Sun Sign Selection
  • Get one lemming in the water and give him a boat. Make sure he goes left. When he walks again, give him a balloon when he's walking to the righ. Guide him to the right side of the exit and build a platform. The lemmings should platform into the obstacle and walk back. Now give another lemming the magnetic boots and let him walk to the place shown in the picture where he must beam a gap to free the other lemmings.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Sports, 8 - Run the Risk Level 8

  • Run the Risk

  • Number of lemmings that die: 0

  • Available time: 09:00

  • Skills: Lemmings 2: The Tribes, Amiga, Sports, 8 - Run the Risk
  • Overview: Lemmings 2: The Tribes, Amiga, Sports, 8 - Run the Risk
  • Guide a superlemming into the gap at the right side of the red/white wall. Let him shoot an arrow in the wall, this way the lemmings can drop safely. Now make hime a superlemming again and guide him to the lower slope and build a stair. Stamp and fence, build a few times. You have to build a wall at the top of the large slope. Let him drop and while he walks back, build over the obstacle near the entrance. When the first lemming drops, let him stamp so all the other lemmings can drop on the arrow. Make a way to the exit with the first lemming. Let him stamp halfway, you can make him stop by letting him shoot an arrow.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Sports, 9 - The Nervous Network! Level 9

  • The Nervous Network!

  • Number of lemmings that die: 0

  • Available time: 09:00

  • Skills: Lemmings 2: The Tribes, Amiga, Sports, 9 - The Nervous Network!
  • Overview: Lemmings 2: The Tribes, Amiga, Sports, 9 - The Nervous Network!
  • Let one lemming jump over the obstacle and let him pour. Also make him a slider. At the end of the platform, give him a bomber. When he's walking a level lower, make him a climber. When he's almost at the top of the level, make him a shimmier. This way he climbs all the way over to the left. When he falls down and starts walking to the right, let him jump. He should climb up the green/white platform. He falls in the first pit. Give him a bomb when he walks to the left. On the lower floor, let him scoop. Now let him walk until he is trapped. Let him jump out of the pit to the right. Give him a bomb when he's on right side of the pit. Let him get a floor lower and shoot a rope to the left. Now shoot a rope to the right. Make sure this arrow is low enough, so only this lemming can climb up. Now free the other lemmings, using a rope. Let the first lemming jump a few times so he's ahead of the other lemmings. Let him pour when he walks up the rope. Now shoot two other ropes to get on the highest floor and pour to get over the pit near the exit. Meanwhile, make sure the climber becomes a shimmier near the exit. After that, you can forget him.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Sports, 10 - Take up Archery Level 10

  • Take up Archery

  • Number of lemmings that die: 0

  • Available time: 09:00

  • Skills: Lemmings 2: The Tribes, Amiga, Sports, 10 - Take up Archery
  • Overview: Lemmings 2: The Tribes, Amiga, Sports, 10 - Take up Archery
  • Turn the first lemming into a runner while he's falling. Now let him jump and jump again halfway the last block. Now let him shoot two arrows into the wall at the left. Jump onto these arrows. When the lemming runs to the right, jump again and shoot two arrows back. This way the other lemmings can go over the gap. Repeat this with the next gap. Now, when the lemming is underneath the shaft, shoot an arrow up and slightly aimed to the right. The arrow will fall back vertically. Immediately let the lemming shoot a rope so he can get a floor higher. Now repeat this so you can get to the exit.

Last edit: Wednesday, 14 May 2008.

Main source: own words.
Graphics: Lemmings 2: The Tribes, Amiga platform.